step 1 - download the example.csv
step 2 - fill your own .csv file with spells based on example.csv
step 3 - select the file, choose a class
step 4 - Back is ready for two-sided print!
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Arcane Shot

casting timeOn attack roll hit

range

components

durationInstant

You learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see Arcane Shot Options below).Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn_t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.If an option requires a saving throw, your Arcane Shot save DC equals 8 + your proficiency bonus + your Intelligence modifier.

OtherArcane Archer Ability

Banishing Arrow

casting time

rangeTarget

components

durationend of its next turn

You use abjuration magic to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by the arrow must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

OtherArcane Arrow

Beguiling Arrow

casting time

rangeTarget

components

durationStart of Your next turn

Your enchantment magic causes this arrow to temporarily beguile its target. The creature hit by the arrow takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw.

OtherArcane Arrow

Bursting Arrow

casting time

range10 Feet

components

durationInstant

You imbue your arrow with force energy drawn from the school of evocation. The arrow detonates after your attack. Immediately after the arrow hits the creature, the target and all other creatures within 10 feet of it take 2d6 force damage each.

OtherArcane Arrow

Enfeebling Arrow

components

durationStart of Your next turn

You weave necromantic magic into your arrow. The creature hit by the arrow takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn.

OtherArcane Arrow

Grasping Arrow

casting time

rangeTarget

components

duration1 Minute/removed/recast

When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

OtherArcane Arrow

Piercing Arrow

casting time

range1 x 30 feet line

components

durationinstant

You use transmutation magic to give your arrow an ethereal quality. When you use this option, you don_t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the arrow, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage.

OtherArcane Arrow

Seeking Arrow

casting time

rangeweapon range

components

durationInstant

Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don_t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon_s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target_s current location. On a successful save, the target takes half as much damage, and you don_t learn its location.

OtherArcane Arrow

Shadow Arrow

casting time

rangeTarget

components

durationStart of Your next turn

You weave illusion magic into your arrow, causing it to occlude your foe_s vision with shadows. The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see anything farther than 5 feet away until the start of your next turn.

OtherArcane Arrow

33

AA

AA

AA

AA

AA

AA

AA

AA

Magic Arrow

casting time

rangeArrow

components

durationuntil Hit/Miss

At 7th level, you gain the ability to infuse arrows with magic. Whenever you fire a nonmagical arrow from a shortbow or longbow, you can make it magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.

OtherArcane Archer Ability

Curving Shot

casting time

range60 Feet of target

components

durationInstant

At 7th level, you learn how to direct an errant arrow toward a new target. When you make an attack roll with a magic arrow and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.